Reality Is Broken: Why Games Make Us Better and How They Can Change the World

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Reality Is Broken: Why Games Make Us Better and How They Can Change the World Page 43

by Jane McGonigal


  mobile phone games

  closing generation gap with

  as creating communities in real-world spaces

  for developing countries

  as motivational platforms for challenging hobbies

  for social innovation

  as social motivation platforms

  of social participation and volunteer work

  Molyneux, Peter

  Moses, Edwin

  mutual regard

  “naches,”

  narrative ARGs

  Nature

  NCAA Football 10,

  negative stress

  Neolithic era

  Nesse, Randolph

  Never Saw It Coming (Cerulo)

  Neversoft

  New Games Book

  New Games movement

  New Stone Age

  Nike+

  Ning

  Nintendo

  Nobel Peace Prize

  O’Donnell, Martin

  Olympic Games

  organizational ARGs

  Outliers (Gladwell)

  oxytocin

  Palo Alto Research Center (PARC)

  participation bandwidth

  gamers as valuable source of

  party games

  PDAs

  Pearsall, Paul

  Peggle

  Persuasive Games

  Peterson, Christopher

  Pew Internet & American Life Project

  phasing

  Piazza, Alberto

  pilot experimentation

  “ping,”

  planetary simulation games

  planet craft

  PlayStation 3 (PS3)

  Pleasures of Sorrow and Work, The (de Botton)

  Plusoneme.com

  Polack, Trent

  Pong

  Popit

  Popović, Zoran

  Portal

  positive psychology

  positive stress (eustress)

  postconcussion syndrome

  posttraumatic bliss

  poverty

  Prensky, Marc

  prosocial emotions

  protein-folding games

  Putnam, Robert

  pwnage

  Quest to Learn

  Reiss, Allan

  resource building

  Rigopulos, Alex

  Robertson, Margaret

  Rock Band 2

  Rock Band series

  role-playing games

  leveling up in

  satisfying work in

  rules, as game trait

  Salen, Katie

  Sameshima, Pauline

  satisfying work

  actionable next steps in

  ARGs as turning real world tasks into

  blissful productivity of

  in casual games

  clear goals in

  in crowdsourcing and massive collaboration projects

  “endgame” payoff in

  as fix for reality

  in games vs. work in reality

  guarantee of productivity in

  intrinsic rewards of

  leveling up in

  in MMORPGs

  as pushing to limit of abilities

  resource building in

  in social network games

  types of

  unnecessary obstacles in

  Schwartz, Aaron B.

  Scrabble

  Season Showdown

  Secrets of the Ancient Games (podcast series)

  Seed

  seed ATMs

  self-help paradox

  Seligman, Martin

  Selvadurai, Naveen

  SETI@home (Search for Extraterrestrial Intelligence at home)

  shared intentionality

  Shirky, Clay

  Shop Class as Soul Craft (Crawford)

  Simon, Nina

  Sims 3

  Sims games

  single-player games

  casual games as

  smart meters

  Smithsonian American Art Museum

  social connections

  ambient sociability and

  ARGs and

  closing generation gap in

  combating loneliness with

  community-building games and

  in crowd games

  in crowdsourcing and massive collaboration projects

  eye contact and touch in strengthening of

  as fix for reality

  forging new relationships vs. strengthening of existing

  intrinsic rewards of

  introverts and

  in massive multiplayer games

  in mentoring

  in party games

  prosocial emotions and

  social conjunctions and

  social network games and

  in social participation tasks (SPTs)

  in transitory public sociality

  trash-talking and

  see also collaboration

  social innovation games

  social network games and applications

  alternate reality

  asynchronous gameplay in

  dance-offs and dance quests in

  in forecasting genre

  in global collaboratories

  prosocial emotions generated by

  satisfying work in

  social connectivity in

  social innovation

  as social motivation platforms

  of social participation and volunteer work

  trash-talking in

  user profiles in

  video sharing in

  social participation games

  crowd mobilization efforts of

  empowerment of

  for energy conservation

  epic wins in

  heroic purpose in

  social connectivity in

  as taking advantage of leading-edge technology

  wish-granting

  social participation tasks (SPTs)

  “social presence,”

  sound tracks

  Spore

  stealth social innovation

  Sudnow, David

  Suits, Bernard

  SuperBetter

  supercomputers

  “super-empowered hopeful individuals” (SEHIs)

  game platform for organizing of

  Super Monkey Ball 2

  Superstruct

  sustainable engagement economy

  epic wins as crucial in

  Sutton-Smith, Brian

  SXSW Interactive

  Tapscott, Don

  Tarter, Jill

  Teaching Digital Natives (Prensky)

  teamwork

  see also collaboration

  ten-thousand-hour theory

  Tetris

  Texas Hold ‘Em

  Theory of Fun for Game Design, A (Koster)

  Thompson, Clive

  Tomasello, Michael

  Tombstone Hold ‘Em

  Top Secret Dance-Off

  transitory public sociality

  trash-talking

  Twenge, Jean M.

  Twitter

  unnecessary obstacles

  as fix for reality

  Vian, Kathi

  vicarious pride

  video-sharing sites

  Viggers, Peter

  Virgin America

  Virtual Human Interaction Lab (VHIL)

  Viva Piñata

  voluntary participation, as game trait

  volunteer work, game design for promoting of

  WarioWare: Smooth Moves

  Wattenberg, Martin

  Weiner, Eric

  Whole Earth Catalog

  Whole Earth Discipline (Brand)

  wholehearted participation

  in real world, through games

  Why We Cooperate (Tomasello)

  Wikia

  Wikinomics (Tapscott and Williams)

  Wikipedia

  game-like structure of

  Williams, Anthony

  Willison,
Simon

  World Bank

  World Bank Institute

  world-changing games

  World of Warcraft

  actionable next steps and guarantee of productivity in

  ambient sociability in

  leveling up in

  positive feedback in

  “resting bonuses” in

  satisfying work in

  unprecedented popularity of

  World Without Oil

  WoWWiki

  Wright, Will

  Xbox

  Yalom, Irvin D.

  Yee, Nick

  Youth Venture

  YouTube

  Yudkowsky, Eliezer

 

 

 


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